Use of a smartphone app combined with gamification to increase the level of physical activity of adults and older adults: protocol of a sequential multiple assignment randomized trial

dc.citation.issue780pt_BR
dc.citation.volume20pt_BR
dc.contributor.authorSimões, Maria do Socorro Morais Pereira [UNIFESP]
dc.contributor.authorGonze, Bárbara de Barros [UNIFESP]
dc.contributor.authorProença, Neli Leite [UNIFESP]
dc.contributor.authorLauria, Vinicius Tonon [UNIFESP]
dc.contributor.authorTerra, Vinícius Demarchi Silva [UNIFESP]
dc.contributor.authorPadovani, Ricardo da Costa [UNIFESP]
dc.contributor.authorDourado, Victor Zuniga [UNIFESP]
dc.contributor.authorLatteshttp://lattes.cnpq.br/8125224039019794pt_BR
dc.contributor.authorLatteshttp://lattes.cnpq.br/2303420787732563pt
dc.contributor.authorLatteshttp://lattes.cnpq.br/4496745414389068pt
dc.contributor.authorLatteshttp://lattes.cnpq.br/6810151312425072pt
dc.contributor.authorLatteshttp://lattes.cnpq.br/9363038565270698pt
dc.contributor.authorLatteshttp://lattes.cnpq.br/5442923292795249pt
dc.contributor.authorLatteshttp://lattes.cnpq.br/1919368500743497pt
dc.date.accessioned2020-05-05T16:59:21Z
dc.date.available2020-05-05T16:59:21Z
dc.date.issued2019-12-27
dc.description.provenanceSubmitted by Maria do Socorro Morais Pereira Simoes (simoes.msmp@gmail.com) on 2020-05-05T14:41:18Z No. of bitstreams: 1 Simoes et al_Trials 2019_study protocol.pdf: 897099 bytes, checksum: 069000f7910de0aefbff0ed277dcb437 (MD5)en
dc.description.provenanceApproved for entry into archive by Diogo Misoguti (diogo.misoguti@gmail.com) on 2020-05-05T16:59:21Z (GMT) No. of bitstreams: 1 Simoes et al_Trials 2019_study protocol.pdf: 897099 bytes, checksum: 069000f7910de0aefbff0ed277dcb437 (MD5)en
dc.description.provenanceMade available in DSpace on 2020-05-05T16:59:21Z (GMT). No. of bitstreams: 1 Simoes et al_Trials 2019_study protocol.pdf: 897099 bytes, checksum: 069000f7910de0aefbff0ed277dcb437 (MD5) Previous issue date: 2019-12-27en
dc.description.resumoBackground There is scientific evidence suggesting that app-based interventions targeted to increase the level of physical activity might be effective, although multicomponent interventions appear to be more effective than app-based interventions alone. Despite the motivating results, it remains unclear whether or not app-based interventions can increase the level of physical activity and cardiovascular health. Our study aims to investigate the effect of a smartphone app combined with gamification on the level of physical activity of adults and older adults. The specific aims are (1) to verify the effects of the intervention on cardiometabolic and cardiovascular health, lung function, and cardiorespiratory fitness; and (2) to verify the relationship between age group and the response rate. Methods/design We will conduct a sequential multiple assignment randomized trial (SMART). The adaptive intervention protocol will last 6 months. After baseline assessments, participants will be randomized into one of three groups (group 1: app + tailored messages; group 2: app + tailored messages + gamification I; control group: physical activity counseling). For 12 weeks, we will record the average number of steps per day of participants from groups 1 and 2. At 6 weeks from initiation of recording, participants will be classified into responders and non-responders according to their increase in the average number of daily steps; all those considered as non-responders will be re-randomized, with the chance to participate in a third group – group 3: app + tailored messages + gamification II. Finally, at 12 weeks, participants will continue using the app but will no longer receive direct intervention from investigators. All participants will be reassessed at 3 and 6 months from baseline. Our pilot SMART will require 42 participants (14 per arm). Following the SMART pilot, we will calculate the sample size for the trial based on the variation of the average number of steps/day, including an up to 40% loss to follow-up and a less optimistic nonresponse rate of 65%. Discussion To our knowledge, this will be the first trial with adaptive intervention to test the effectiveness of using a smartphone app to increase the level of physical activity of adults and older adults.en
dc.description.sponsorshipFundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)pt_BR
dc.description.sponsorshipIDFAPESP: 2016/50249–3PT
dc.description.sponsorshipIDFAPESP: 2018/11817–1PT
dc.format.extent1-8pt_BR
dc.identifierhttps://rdcu.be/b3Ya1pt_BR
dc.identifierhttps://trialsjournal.biomedcentral.com/articles/10.1186/s13063-019-3879-1#citeaspt_BR
dc.identifier.citationTrials. BMC: Springer Nature, v. 20, n. 780, 2019.
dc.identifier.doihttps://doi.org/10.1186/s13063-019-3879-1pt_BR
dc.identifier.issn1745-6215
dc.identifier.urihttps://repositorio.unifesp.br/handle/11600/53337
dc.languageengpt_BR
dc.publisherBMCpt_BR
dc.relation.ispartofTrialspt_BR
dc.rightsAcesso abertopt_BR
dc.subjectCardiovascular diseasesen
dc.subjectPhysical activityen
dc.subjectSmartphoneen
dc.titleUse of a smartphone app combined with gamification to increase the level of physical activity of adults and older adults: protocol of a sequential multiple assignment randomized trialen
dc.typeArtigopt_BR
unifesp.campusInstituto de Saúde e Sociedade (ISS)pt_BR
unifesp.departamentoCiências do Movimento Humanopt_BR
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